Thanks to all who commented – I appreciate the compliments. I intended to reply earlier, but I’ve been busy practicing in ZBrush to prepare for Scott Eaton’s Digital Figure Sculpture course, which is starting tomorrow.
I probably won’t add any more details to this particular piece, although it would certainly improve it to do so. I’m hoping that making these hands will have prepared me for the hand assignment in my upcoming sculpture course.
In most cases, I would just cut into the mesh wherever I needed to add a form contour, and would then remove the ngons, tris or npoles if they interfered with the surface. But in some cases it was a conscious choice to use them, like in the fingernail region, where I think it would have seriously harmed the appearance if I used only quads, unless I made the polycount a lot higher.
yeah I guess it’s a matter of style, but I suppose this woman must have just cut her nails, haha
You have some nice sculptures at your website! Very glad that you will try using ngons, on account of my work.
It is true that triangles are usually more problematic than ngons. I did a subdivision surfaces test in Blender recently and saw that you actually get a higher concentration of polygons when using 1 quad + 1 triangle, versus 1 ngon.
You should be able to use ngons for animation too, as long as the surfaces which deform comprise mostly quads aligned in the direction of motion. These hands are rigged, and are actually posed in the render, and no real problems are present.